mirror of
https://github.com/libretro/mame.git
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e028e20476
openly, for there was nothing left to see with" [MooglyGuy] * Enabled vector bloom and associated .ini controls * Added raster bloom and associated .ini controls, each bloom "level" is the linear weight of successively half-sized render targets * Removed D3D8 mode * Mass renaming in D3D renderer to use namespaces, initial planning step to HAL-based renderer implementation on Windows (i.e., GL on Windows) * Converted d3d_info, d3d_poly_info, and d3d_texture_info into classes * Added batching of vectors for possible speed increase * Minor cleanup of shader state setting
124 lines
3.0 KiB
HLSL
124 lines
3.0 KiB
HLSL
//-----------------------------------------------------------------------------
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// Effect File Variables
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//-----------------------------------------------------------------------------
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texture Diffuse;
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sampler DiffuseSampler = sampler_state
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{
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Texture = <Diffuse>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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AddressU = CLAMP;
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AddressV = CLAMP;
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AddressW = CLAMP;
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};
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texture LastPass;
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sampler PreviousSampler = sampler_state
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{
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Texture = <LastPass>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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AddressU = CLAMP;
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AddressV = CLAMP;
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AddressW = CLAMP;
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};
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//-----------------------------------------------------------------------------
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// Vertex Definitions
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//-----------------------------------------------------------------------------
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struct VS_OUTPUT
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{
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float4 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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float2 PrevCoord : TEXCOORD1;
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};
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struct VS_INPUT
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{
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float3 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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};
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struct PS_INPUT
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{
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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float2 PrevCoord : TEXCOORD1;
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};
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//-----------------------------------------------------------------------------
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// Simple Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float TargetWidth;
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uniform float TargetHeight;
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uniform float TextureWidth;
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uniform float TextureHeight;
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uniform float Passthrough;
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VS_OUTPUT vs_main(VS_INPUT Input)
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{
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VS_OUTPUT Output = (VS_OUTPUT)0;
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Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.x /= TargetWidth;
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Output.Position.y /= TargetHeight;
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Output.Position.y = 1.0f - Output.Position.y;
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Output.Position.x -= 0.5f;
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Output.Position.y -= 0.5f;
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Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
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Output.Color = Input.Color;
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float2 InvTexSize = float2(1.0f / TextureWidth, 1.0f / TextureHeight);
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Output.TexCoord = Input.TexCoord + float2(0.5f, 0.5f) * InvTexSize;
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Output.PrevCoord = Output.TexCoord;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Simple Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float3 Phosphor = float3(0.0f, 0.0f, 0.0f);
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
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float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb * float3(Phosphor.r, Phosphor.g, Phosphor.b);
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float RedMax = max(CurrPix.r, PrevPix.r);
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float GreenMax = max(CurrPix.g, PrevPix.g);
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float BlueMax = max(CurrPix.b, PrevPix.b);
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return lerp(float4(RedMax, GreenMax, BlueMax, CurrPix.a), CurrPix, Passthrough);
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}
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//-----------------------------------------------------------------------------
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// Simple Effect
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//-----------------------------------------------------------------------------
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technique TestTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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Sampler[0] = <DiffuseSampler>;
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Sampler[1] = <PreviousSampler>;
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VertexShader = compile vs_2_0 vs_main();
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PixelShader = compile ps_2_0 ps_main();
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}
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}
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